Update 1.1.1 Patch Notes - March 25, 2025

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Hidden Fortress + Serpent Mound = Awesome
 
A quick fix isn't really acceptable. We paid for this DLC and it should have reasonably realistic unique models, not a barely modified standard model.
I never said "acceptable", I said it would work for us in the game, in the sense of being visually different from the 'standard' Battleship graphic.

On the other hand, when Modders can produce an entire fleet of alternative graphic ship models for Anno 1800, including specific ship types like the Bismarck class German battleships in more detail than Civ VII requires or uses, there is no excuse for a supposedly major game company like Firaxis/2K producing this kind of semi-donkeyed graphic, especially for a Unique Unit and Civ that were delayed from the initial launch, giving them (one would think) extra time to get it right.
 
Unfortunately I juat played through a very mountain game with Pachi and the jnlock menu shows that I unlocked Nepal...but. nothing. Seriously WTH did I wait for this to play the new civ only to meet the requirements and not able to play them anyway? Siam and GB all over again.
 
Unfortunately I juat played through a very mountain game with Pachi and the jnlock menu shows that I unlocked Nepal...but. nothing. Seriously WTH did I wait for this to play the new civ only to meet the requirements and not able to play them anyway? Siam and GB all over again.
Sorry to hear that.
 
I find the Quick Movement to be a massive boost to my experience. Something else that helps is that Quicksave now shows a little notification in the bottom left so that you know it works. Things are trending up for me, even with frustrations that continue such as not knowing the last thing that you built.
 
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I find the Quick Movement to be a massive boost to my experience.

I just switched over, I admit I kind of miss the slow movement. I guess because I played over 150 hours with it at slow so I'm used to it. But I'll eventually get used to the quick movement again.
 
I will say the whack a mole religion thing is still annoying. It wouldn't be so bad Firaxis if when you lock in the military legacy path in exploration it would stay that way, but it will go away when your distant lands cities are converted to their religion. It's so annoying trying to make sure all my distant lands towns are my religion right when the age ends. Especially since I like to end the age fast by mass cashing in all my treasure fleets.

My advice to developers are if you are going to have a mechanic like this, have it so military legacy path "locks in" once you achieve it. I was so worried the AI would flip one of my cities back in between turns at the end of the age.
 
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whack a mole
That is exactly what it is. And here's what Soren Johnson said about mechanics like this in his afterword for Civ4 Manual:

"Next, we examined which base mechanics could be improved or cut. Pollution, for example, was an easy one to take out – everyone hated having to keep stacks of workers around for “whack-a-mole” pollution cleanup in the modern age. Instead, by creating a comprehensive health system, we could deepen the trade system with the addition of “food” resources while presenting the player with a new challenge to tackle. It did put a lot of workers out of a job, though."

Emphasis is mine. It is a shame when valuable lessons from the past are forgotten. For now, I hate to keep carpets of missionaries all over the map to cleanup heresy in the Exploration age. And the AI has the last word anyway, as they make the last move on the final turn to which the player already cannot respond, so they can still screw up your Non Sufficit Orbis points.
 
It is a shame when valuable lessons from the past are forgotten.
I feel like that is the whole story of Civ after IV, all the lessons they learned in 1-3 culminated in an awesome game then they promptly forgot them all for V before slowly recovering in VI and VII.
 
And the AI has the last word anyway, as they make the last move on the final turn to which the player already cannot respond, so they can still screw up your Non Sufficit Orbis points.
There might be a misunderstanding here: you keep the points that you've previously reached, even if your cities are converted to another religion. If you reached the golden age, you benefit from that, even if you end the age with only 8 legacy points for Non Sufficit Orbis. So, the last turn has no impact on what you can take to the modern age. It also doesn't affect challenges, as you get the rewards as soon as you fill out the path.

Gameplay-wise, the converting-reconverting is only annoying if you do it too early (non-thematic, I know), because you can actually fall back on the path during the age. You always keep the milestones you've reached once, but in order to progress to more milestones/the end you need to have the required amount simultaneously at one time. What I usually do is checking whether I would have enough for completing the path if I would convert all my DL settlements every few turns, and if so, I buy some missionaries and convert all of them in the next few turns to unlock the milestones. After that, I don't care much what happens. Is this satisfying thematically? No. Is it good gameplay? No. But is it annoying to do once a game? Not so much.

re: lessons learned. I agree on many points. However, getting rid of workers altogether is a good way to leave out the whack-a-mole repairs of civ VI and the whack-a-mole of unimproved tiles ( ;) ) in earlier titles. Yet, as you still need to repair manually, it's not there yet. We need the gold be deducted from your income automatically. For reducing the trouble with religion and making it more interesting, I think it would be required to change missionaries. And I'll create a thread about that in a few minutes.
 
That is exactly what it is. And here's what Soren Johnson said about mechanics like this in his afterword for Civ4 Manual:

"Next, we examined which base mechanics could be improved or cut. Pollution, for example, was an easy one to take out – everyone hated having to keep stacks of workers around for “whack-a-mole” pollution cleanup in the modern age. Instead, by creating a comprehensive health system, we could deepen the trade system with the addition of “food” resources while presenting the player with a new challenge to tackle. It did put a lot of workers out of a job, though."

Emphasis is mine. It is a shame when valuable lessons from the past are forgotten. For now, I hate to keep carpets of missionaries all over the map to cleanup heresy in the Exploration age. And the AI has the last word anyway, as they make the last move on the final turn to which the player already cannot respond, so they can still screw up your Non Sufficit Orbis points.
I don't think it's reasonable to compare those two mechanics based on the fact that both of them were called "whack-a-mole" (by different people). Other than that they have little in common.

The main thing with religion in Civ7 is that conversion race is not needed for any main goals. You could set it as a target if you like this kind of gameplay and get some rewards for the next age, but you could also skip it.

Getting cultural legacy path doesn't require keeping religion in settlements and maximizing military path requires just having your religion in target settlements at one moment, not keeping it. Sure, sometimes it could be annoying when you try to reach threshold, but before you convert your next city, previous one is converted, but this situation is easy to avoid with 1-2 additional missionaries.
 
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